[sldev] Re: [VIEWER] Reducing the LoD is not the same as
billboarding.
Argent Stonecutter
secret.argent at gmail.com
Tue Sep 18 17:27:27 PDT 2007
From: John Hurliman <jhurliman at wsu.edu>
> Argent Stonecutter wrote:
>> From: Mike Monkowski <monkowsk at watson.ibm.com>
>>> For the scene polygon count, I assume you mean the added polygons
>>> for
>>> the avatars. This could be handled with lower LOD for more distant
>>> avatars.
>> This has already been fiddled with and the results were horrible.
> That's a pretty quick dismissal of a very broad optimization
> technique,
> especially since it is going to be introduced again shortly.
Reducing the LoD for avatars at a lower distance than is already done
is not "avatar billboarding".
Billboarding in general is a tremendously useful technique, and
really needs to be performed on a wider scale than simply avatars
(for example I've suggested that the already existing world map
images could be used to replace the view of the regions at high
altitudes, letting them act as billboards for the sims and giving a
useful view of the world for flying vehicles). It's a completely
different approach from reducing the level of detail of the mesh.
To illustrate, consider https://jira.secondlife.com/browse/VWR-1623.
In the first three images in that example the level of detail of the
mesh is being reduced, from a multi-sided prism to a 4-sided prism to
a 2-sided prism (or plane), without changing the number of elements.
The fourth image shows a billboarded tree. The second reduction in
mesh detail produces a result MUCH worse than a billboard, and yet
costs more to render.
I'd like to see snapshots of whole sims be used as billboards. You
could do this progressively and get the equivalent of kilometers
worth of draw distance at a lower cost than 256 meters now.
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